# Nucleation
Nucleation is a high-performance Minecraft schematic engine written in Rust, with generated
bindings for C, C++, JavaScript/TypeScript (WASM), Kotlin/JVM, Python, and PHP.
[](https://crates.io/crates/nucleation)
[](https://www.npmjs.com/package/nucleation)
[](https://pypi.org/project/nucleation)
## What it does
- **Schematic formats**: read and write `.litematic`, Sponge `.schem`, WorldEdit `.schematic`,
Bedrock `.mcstructure`, structure `.nbt`, and a fast binary snapshot format (`.nusn`), with
format auto-detection.
- **World import and export**: parse whole worlds (Anvil `.mca` region files, zipped or on-disk
world folders, optionally bounded to a coordinate box) into a schematic, and export schematics
back out as playable worlds. A streaming API processes worlds chunk by chunk in constant memory.
- **Cross-version conversion**: convert block, block-entity, item, and entity data between
Minecraft data versions (a Rust port of PaperMC's DataConverter), with loss reports on lossy
down-converts.
- **Schematic building**: a template system for building schematics from ASCII or Unicode layer
art, a procedural building tool (spheres, cuboids, cylinders, bezier curves, and more, filled
by solid, gradient, or shaded brushes), and SDF-based shape and terrain generation.
- **Redstone simulation**: tick circuits headlessly via MCHPRS, inject and read signals at
arbitrary positions, and drive circuits through a typed executor with named, typed inputs and
outputs (booleans, integers, floats, ASCII).
- **Meshing and rendering**: turn schematics into GLB/glTF or USDZ meshes using any resource
pack, and render PNG previews on the GPU, headlessly.
- **Diffing and fingerprinting**: structural diffs between schematics (added, removed, changed,
swapped views), translation-invariant fingerprints, signatures, and duplicate detection.
- **Auto-stack**: detect the repeating lattice in a build and re-stamp it to a new size, for
example a 4-bit adder to 8-bit, or a 32x32 screen to 64x64.
- **Storage**: a pluggable byte store (in-memory, filesystem, and S3, Redis, or Postgres behind
feature flags) for moving schematics and renders around with a single URI.
- **Embedded scripting**: generate schematics from Lua or JavaScript scripts.
- **Block database**: a vendored copy of blockpedia (`nucleation::blockpedia`) — Minecraft block
facts with texture-derived colors, palette and gradient generation, block-state queries and
transforms, and Java-Bedrock blockstate and block-entity translation via Geyser mappings.
## One API, seven languages
Since v0.3.0 every language binding is generated from a single annotated-Rust source of truth
(`src/bridge/`) using [Diplomat](https://github.com/rust-diplomat/diplomat). The bindings are
committed under `bindings/`, regenerated and diffed in CI so they can never go stale, and every
language exposes the same types and methods with per-language casing and idioms:
| Rust | `nucleation` crate (native API) | `Result` | `snake_case` |
| C | Release archive (`include/` + library) | result structs | `Schematic_set_block` |
| C++ | Release archive (header-only over C ABI) | `diplomat::result` | `set_block` |
| JavaScript | `npm install nucleation` | exceptions | `setBlock` |
| Kotlin/JVM | Release JAR (JNA) | `kotlin.Result` | `setBlock` |
| Python | `pip install nucleation` | exceptions | `set_block` |
| PHP | Release archive (`php/` + FFI) | `DiplomatError` | `setBlock` |
## Installation
```bash
# Rust
cargo add nucleation
# JavaScript / TypeScript (Node >= 18 or a bundler)
npm install nucleation
# Python (CPython 3.12+)
pip install nucleation
```
For C, C++, Kotlin, and PHP, download the platform archive or JAR from
[Releases](https://github.com/Schem-at/Nucleation/releases), or build locally:
```bash
cargo build --release --lib --features bridge # core surface
cargo build --release --lib --features bridge-full # + meshing, simulation, rendering, scripting
```
### What ships in the published packages
Published artifacts (npm, PyPI, release archives, JAR) contain the core feature set: schematics,
formats, world import/export and streaming, builder, building tool, definition regions,
diff/fingerprint, autostack, NBT helpers, SDF, and the in-memory/filesystem store.
Meshing, rendering, simulation, and scripting are compiled in when you build the native library
yourself with `--features bridge-full` (or any subset, for example `--features bridge,simulation`).
Simulation and meshing also work on WASM. See the per-language docs for details.
## Quick start
### Rust
```rust
use nucleation::UniversalSchematic;
fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut schematic = UniversalSchematic::new("demo".to_string());
schematic.set_block_from_string(0, 0, 0, "minecraft:stone")?;
schematic.set_block_from_string(1, 0, 0, "minecraft:lever[face=floor,facing=east]")?;
let bytes = nucleation::formats::litematic::to_litematic(&schematic)?;
let loaded = nucleation::formats::litematic::from_litematic(&bytes)?;
assert_eq!(
loaded.get_block(0, 0, 0).map(|b| b.name.as_str()),
Some("minecraft:stone")
);
Ok(())
}
```
### JavaScript
```javascript
import { Schematic } from "nucleation";
const schematic = Schematic.create("demo");
schematic.setBlock(1, 2, 3, "minecraft:stone");
console.log(schematic.getBlockName(1, 2, 3)); // "minecraft:stone"
// Serialize to litematic bytes (base64 across the WASM boundary)
const bytes = Uint8Array.from(atob(schematic.toLitematicB64()), (c) => c.charCodeAt(0));
const loaded = Schematic.fromLitematic(bytes);
```
### Python
```python
import nucleation
schematic = nucleation.Schematic.create("demo")
schematic.set_block(1, 2, 3, "minecraft:stone")
print(schematic.get_block_name(1, 2, 3)) # "minecraft:stone"
schematic.save_to_file("demo.litematic")
loaded = nucleation.Schematic.load_from_file("demo.litematic")
```
### Kotlin
```kotlin
import at.schem.nucleation.*
val schematic = Schematic.create("demo")
schematic.setBlock(1, 2, 3, "minecraft:stone").getOrThrow()
println(schematic.getBlockName(1, 2, 3).getOrThrow()) // "minecraft:stone"
```
### PHP
```php
<?php
require "php/index.php";
use Stencil\Lib;
use Stencil\Schematic;
Lib::init("/path/to/libnucleation.so");
$schematic = Schematic::create("demo");
$schematic->setBlock(1, 2, 3, "minecraft:stone");
echo $schematic->getBlockName(1, 2, 3); // "minecraft:stone"
```
### C
```c
#include "Schematic.h"
#include <string.h>
int main(void) {
DiplomatStringView name = {"demo", 4};
Schematic *s = Schematic_create(name);
DiplomatStringView stone = {"minecraft:stone", 15};
Schematic_set_block(s, 1, 2, 3, stone);
char buf[256];
DiplomatWrite w = diplomat_simple_write(buf, sizeof(buf));
Schematic_get_block_name(s, 1, 2, 3, &w);
Schematic_destroy(s);
return 0;
}
```
## Documentation
Full documentation lives in [`docs/`](docs/):
- [Documentation index](docs/README.md)
- Per-language references: [Rust](docs/rust/), [JavaScript](docs/javascript/),
[Python](docs/python/), [Kotlin](docs/kotlin/), [PHP](docs/php/), [C](docs/c/),
[C++](docs/cpp/)
- [Feature guides](docs/guides/) (concepts, data models, and JSON schemas shared by all
bindings)
## Development
```bash
cargo test # core test suite
cargo build --lib --features bridge # build the bridge surface
# Regenerate the committed bindings from src/bridge/ (requires the diplomat-tool fork)
./tools/gen-bindings.sh
# End-to-end smoke tests for the generated bindings
./examples/bridge_smoke/c/run.sh
./examples/bridge_smoke/js/run.sh
./examples/bridge_smoke/python/run.sh
php -d ffi.enable=1 -r 'require "examples/bridge_smoke/php/main.php";'
```
CI regenerates the bindings and fails on any diff, checks coverage of the full pre-0.3.0 FFI
surface, and runs the smoke tests on every push.
### Minecraft block data
The block database (formerly the standalone `blockpedia` crate) lives in-tree at
`src/blockpedia/`. Its data ships as gzipped snapshots in `data/blockpedia/` — currently pinned
to Minecraft **26.2** (Java block states from Mojang's own data generator, Bedrock block
states, Geyser blockstate mappings, and a color cache derived from the vanilla texture pack) —
and `build.rs` bakes them into static PHF tables at compile time. Normal builds never touch
the network.
To refresh the Java data for a new Minecraft version (needs a JRE new enough for the server
jar on `PATH`; MC 26.x wants Java 25+):
```bash
# 1. Vanilla report converter: downloads the server jar, runs Mojang's data
# generator (--reports), and rebuilds prismarinejs_blocks.json.gz — the
# report is authoritative for the block list, properties and state ids;
# enrichment fields (transparency, hardness, light, ...) carry forward
# from the previous snapshot, and blocks new in the version are enriched
# from an analogue block or a model-shape heuristic over the client jar
# (the run prints the added/removed diff and every derived fact).
cargo run --release --bin refresh-block-data --features mc-data-refresh
# 2. Texture colors: downloads the client jar, extracts block textures,
# regenerates color_cache.json.gz (alpha-weighted averages + biome tints).
cargo run --release --bin fetch-texture-colors --features mc-data-refresh
```
Both tools take the version as an optional trailing arg (`-- 26.2`) and default to the
manifest's latest release, so a routine bump needs no code edits. A normal `cargo build`
afterwards bakes the new tables in.
The PrismarineJS `blocks.json` schema is kept as the on-disk format (PrismarineJS itself has
no 26.x data). The Bedrock snapshots are upstream files gzipped verbatim (PrismarineJS
`data/bedrock/<version>/blockStates.json` and GeyserMC's generated blockstate mappings);
they are still at their 1.21.x pins because GeyserMC's mappings-generator has not reached
Java 26.2 yet — 26.2-only blocks (cinnabar/sulfur/golden_dandelion) have no bedrock mapping
until upstream catches up. `tests/blockpedia_data_refresh.rs` guards data currency.
## License
MIT. See [LICENSE](LICENSE).